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527 3986d 23h leod /highres/sprites/ PNGOUT optimizations part 16: sprites #7: monsters

Both new and old PNGs convert to binary identical TGAs
 
526 3986d 23h leod /highres/sprites/ PNGOUT optimizations part 15: sprites #6: characters

Both new and old PNGs convert to binary identical TGAs
 
525 3987d 0h leod /highres/sprites/ PNGOUT optimizations part 14: sprites #5: firstperson

Both new and old PNGs convert to binary identical TGAs
 
524 3987d 0h leod /highres/sprites/ PNGOUT optimizations part 13: sprites #4: pickups

Both new and old PNGs convert to binary identical TGAs
 
523 3987d 0h leod /highres/sprites/ PNGOUT optimizations part 12: sprites #3: props

Both new and old PNGs convert to binary identical TGAs
 
522 3987d 0h leod /highres/sprites/ PNGOUT optimizations part 11: sprites #2: signs

Both new and old PNGs convert to binary identical TGAs
 
521 3987d 0h leod /highres/sprites/ PNGOUT optimizations part 10 (oops): sprites #1: build, decals, effects, jibs, projectiles, switches

Both new and old PNGs convert to binary identical TGAs
 
520 3987d 0h leod /highres/textures/ PNGOUT optimizations part 8: textures #6

Both new and old PNGs convert to binary identical TGAs
 
519 3987d 0h leod /highres/textures/ PNGOUT optimizations part 7: textures #5

Both new and old PNGs convert to binary identical TGAs
 
518 3987d 0h leod /highres/textures/ PNGOUT optimizations part 6: textures #4

Both new and old PNGs convert to binary identical TGAs
 
517 3987d 1h leod /highres/textures/ PNGOUT optimizations part 6: textures #3

Both new and old PNGs convert to binary identical TGAs
 
516 3987d 1h leod /highres/textures/ PNGOUT optimizations part 5: textures #2

Both new and old PNGs convert to binary identical TGAs
 
515 3987d 1h leod /highres/textures/ PNGOUT optimizations part 4: textures #1

Both new and old PNGs convert to binary identical TGAs
 
514 3987d 1h leod /highres/screen/ PNGOUT optimizations part 3: screen (fonts, hud, menu)

Both new and old PNGs convert to binary identical TGAs
 
513 3987d 1h leod /highres/ PNGOUT optimizations part 2: common, detail, projections, skyboxes

Both new and old PNGs convert to binary identical TGAs
 
512 3987d 1h leod /highpal/ PNGOUT optimizations (you have been warned) part 1: highpal
Both new and old PNGs convert to binary identical TGAs
 
511 3987d 2h leod / UserMapHacks: Valves, A.dream; MHK reviews  
510 3997d 18h leod / UserMapHacks: Infestation in Time Revisited v1.5 completed; MHK reviews  
509 4003d 17h leod /maphacks/ UserMapHacks: BaeReDX, Jungle Tour 3, Ruin; DukePlus maphacks completed & reviewed  
508 4013d 12h leod /maphacks/ UserMapHacks: LORCH2, Haunted Castle; Duke in D.C. maphacks reviewed  

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